Various cleanups.

* Remove disused macro.
* GCC doesn't seem to mind if IGNORE() is left off.
* Enumify phase codes.
* Use EXIT_* macros in all exit() calls.
* How did this even work without extern?
* Give advent.h a much-needed makeover.
* Use the chomp indicator in YAML string blocks to avoid code ugliness.
This commit is contained in:
Jason S. Ninneman 2017-06-30 13:51:03 -07:00 committed by Eric S. Raymond
parent 31f27b672c
commit 8bc08773fa
7 changed files with 186 additions and 201 deletions

157
advent.h
View file

@ -18,9 +18,41 @@
#define PANICTIME 15 // time left after closing
#define BATTERYLIFE 2500 // turn limit increment from batteries
#define WORD_NOT_FOUND -1 // "Word not found" flag value for the vocab hash functions.
#define CARRIED -1 // Player is toting it
#define READ_MODE "rb" // b is not needed for POSIX but harmless
#define WRITE_MODE "wb" // b is not needed for POSIX but harmless
typedef long token_t; // word token - someday this will be char[TOKLEN+1]
typedef long vocab_t; // index into a vocabulary array */
/*
* MOD(N,M) = Arithmetic modulus
* AT(OBJ) = true if on either side of two-placed object
* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
* DARK(LOC) = true if location "LOC" is dark
* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
* FOREST(LOC) = true if LOC is part of the forest
* GSTONE(OBJ) = true if OBJ is a gemstone
* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
* LIQUID() = object number of liquid in bottle
* LIQLOC(LOC) = object number of liquid (if any) at LOC
* PCT(N) = true N% of the time (N integer from 0 to 100)
* TOTING(OBJ) = true if the OBJ is being carried */
#define DESTROY(N) move(N, LOC_NOWHERE)
#define MOD(N,M) ((N) % (M))
#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
#define CNDBIT(L,N) (tstbit(conditions[L],N))
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
#define BUG(x) bug(x, #x)
enum bugtype {
SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
@ -34,9 +66,34 @@ enum bugtype {
ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
};
/* Alas, declaring this static confuses the coverage analyzer */
void bug(enum bugtype, const char *) __attribute__((__noreturn__));
#define BUG(x) bug(x, #x)
enum speaktype {touch, look, hear, study, change};
enum termination {endgame, quitgame, scoregame};
enum speechpart {unknown, intransitive, transitive};
/* Phase codes for action returns.
* These were at one time FORTRAN line numbers.
* The values don't matter, but perturb their order at your peril.
*/
enum phase_codes {
GO_TERMINATE,
GO_MOVE,
GO_TOP,
GO_CLEAROBJ,
GO_CHECKHINT,
GO_CHECKFOO,
GO_DIRECTION,
GO_LOOKUP,
GO_WORD2,
GO_SPECIALS,
GO_UNKNOWN,
GO_ACTION,
GO_DWARFWAKE,
};
typedef long token_t; // word token - someday this will be char[TOKLEN+1]
typedef long vocab_t; // index into a vocabulary array */
struct game_t {
unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
@ -91,16 +148,18 @@ struct game_t {
long prop[NOBJECTS + 1];
};
extern struct game_t game;
struct command_t {
enum speechpart part;
vocab_t verb;
vocab_t obj;
token_t wd1, wd1x;
token_t wd2, wd2x;
};
extern struct game_t game;
extern FILE *logfp;
extern bool oldstyle, editline, prompt;
enum speaktype {touch, look, hear, study, change};
/* b is not needed for POSIX but harmless */
#define READ_MODE "rb"
#define WRITE_MODE "wb"
extern char* xstrdup(const char* s);
extern void* xmalloc(size_t size);
extern void packed_to_token(long, char token[]);
@ -133,9 +192,6 @@ extern long setbit(long);
extern bool tstbit(long, int);
extern void make_zzword(char*);
extern void datime(long*, long*);
enum termination {endgame, quitgame, scoregame};
extern void set_seed(long);
extern unsigned long get_next_lcg_value(void);
extern long randrange(long);
@ -145,75 +201,10 @@ extern int savefile(FILE *, long);
extern int suspend(void);
extern int resume(void);
extern int restore(FILE *);
extern void initialise(void);
extern int action(struct command_t *command);
/*
* MOD(N,M) = Arithmetic modulus
* AT(OBJ) = true if on either side of two-placed object
* CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
* DARK(LOC) = true if location "LOC" is dark
* FORCED(LOC) = true if LOC moves without asking for input (COND=2)
* FOREST(LOC) = true if LOC is part of the forest
* GSTONE(OBJ) = true if OBJ is a gemstone
* HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
* LIQUID() = object number of liquid in bottle
* LIQLOC(LOC) = object number of liquid (if any) at LOC
* PCT(N) = true N% of the time (N integer from 0 to 100)
* TOTING(OBJ) = true if the OBJ is being carried */
#define DESTROY(N) move(N, LOC_NOWHERE)
#define MOD(N,M) ((N) % (M))
#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
#define CNDBIT(L,N) (tstbit(conditions[L],N))
#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
enum speechpart {unknown, intransitive, transitive};
struct command_t {
enum speechpart part;
vocab_t verb;
vocab_t obj;
token_t wd1, wd1x;
token_t wd2, wd2x;
};
void initialise(void);
int action(struct command_t *command);
/* Phase codes for action returns.
* These were at one time FORTRAN line numbers.
* The values don't matter, but perturb their order at your peril.
*/
#define GO_TERMINATE 2
#define GO_MOVE 8
#define GO_TOP 2000
#define GO_CLEAROBJ 2012
#define GO_CHECKHINT 2600
#define GO_CHECKFOO 2607
#define GO_DIRECTION 2620
#define GO_LOOKUP 2630
#define GO_WORD2 2800
#define GO_SPECIALS 1900
#define GO_UNKNOWN 8000
#define GO_ACTION 40000
#define GO_DWARFWAKE 19000
/* Special object statuses in game.place - can also be a location number (> 0) */
#define CARRIED -1 /* Player is toting it */
/* hack to ignore GCC Unused Result */
#define IGNORE(r) do{if (r){}}while(0)
/* Alas, declaring this static confuses the coverage analyzer */
void bug(enum bugtype, const char *) __attribute__((__noreturn__));
/* end */